You start your quest at
home in the sleeping room of your grandfather. He is in his bed,
deadly sick. Say "HELLO" to him and listen what he's
got to say. Your first task is to fetch some of the old equipment
of your grandpa from the cellar of the house. But first you
should prepare yourself - even the cellar of the house you live
in is not without dangers. There is a wardrobe at the northern
wall of your grandpa's sleeping room. Open it and you'll find a
robe, a pair of leather shoes, a buckler, 6 healing potions II, 3
healing potions III and 3 potions of cure poison. Take everything
out and wear the clothes. You can discover some other armour in
your own room, but the things of your grandfather are better.
There is a locked chest near the eastern wall of the room. Ignore
it for now, you need a special key to open it. Now go south, then
east and into the entry hallway. On the northern wall, east of
the door hangs a magical picture. Take it and use it. It will
provide you with a view that permanently indicates day and night
on Lyramion's surface - even if you are deep in some dungeon.
Located to the east of the hallway is your own sleeping room. The
wardrobe at the northern wall contains clothes, a pair of sandals
and a hat. Take out the hat and wear it. The chest to the east
holds 2 lockpicks, a rope and 37 gold coins. Take out a single
lockpick and leave the rest. Head back for the hallway and go
north to the dining room. A book shelf to the west has the Book
Of Arachnids. Get and read it, it contains a hint how to handle a
certain kind of spider's web. The cupboard at the north wall
contains a set of silver cutlery. Leave it there for the moment,
later you can sell it and get some money to buy better weapons
and armor. Put the book into the cupboard. Once you have read the
hint, there is no need to burden yourself with it any more. Go
west into the kitchen. A cupboard near the north-western corner
holds two knives, a dagger and 15 rations of food. Take out the
dagger only and ready it. To the west of the kitchen there is a
small storage room. The baskets here contain 6 rations and 5
torches. Take all of it and use a torch. This is a good
opportunity to save the game for the first time. You're ready now
to overcome the lurking horrors of your grandpa's cellar!

2. Grandfather's
cellar

Go down the stairs and
follow the passage first east, then south. You'll find a
square-sized room with doors to the east, the south and to the
west. Don't bother if you encounter a small spider at the ceiling
or running around on the floor. These small ones won't harm you -
probably they feel more fear than you do. (At least that's what
my mommy kept telling me when I was little. Check the number of
legs you own before you enter my room, though. Chances for
survival are low if your count exceeds two.)

It's easy to loose
orientation in the 3-D dungeons if you're not used to the
steering. Simply use the map gadget whenever you're not sure of
your location.

A well can be found in the
centre of the room. Do not touch it yet! Pass the east door and
discover a short sword in the south east corner of the adjacent
room. Ready it and keep your dagger in your backpack.
Unfortunately your inexperienced hero is a bit clumsy and tends
to break his weapons when using them. Try to always have some
replacement in store. Go back to the room with the well and have
a look at it. Isn't there something moving beyond the water
surface? Try to grab it and stir up a deadly, dangerous pond
lizard! This vicious beast horrendously darts at you and attacks!
It is one feet and some inches long - at the very least!!! Defend
your ankles, fight for your life and finish the monster off.
Congratulations! You just killed the first in a long row of
opponents in the adventures to come. Be sure to take the tasty
remains of the lizard with you (two rations of food). Some supply
of food always is handy to have. During a rest your character
needs one ration to regain health after a fight. If you broke
your sword or your robe during the fight, this is very bad news
right now and hard to take. There are some more fights to win
until there is a opportunity to get equally suited replacement.
You might as well reload your saved game and retry the fight for
a better result. Also, this is the main reason why should save
your game now and after any further melee if everything went
well. Make this a habit until you are sure of a reasonable supply
of equipment. Later in the game the danger to break some
invaluable equipment becomes smaller gradually. Of course, if you
feel this is cheating, you may as well show you have the guts to
continue without reloading after such an accident. Be sure of my
deep respect. Now go through the west door and head north. You'll
get attacked by a big spider but you should be able to handle the
fight. The room you just entered holds 2 potions of cure poison,
5 potions of healing I and a potion of healing II. Go to the west
into a food storage room. Yummy! 39 rations of food just for you
alone! Go back to the door to the well room but do not pass it.
Instead follow the passage to the south. After a bend to the
west, pass a door south and your way is blocked by a spider's
web. Simply walk through it, it's easily ripped, just to be
attacked by another big spider. Follow the passage until another
web is in your way. This one is not as easy to destroy as the
first one. Save your game now! The next fight is quite tough and
there is a good chance of not surviving it. As an option you may
well ignore the web for now and return here later. If you decide
for heroism now, you have to find a way to destroy the web. Do
you remember the hint from the Book of Arachnids? Stand right in
front of the web and use a torch. The web will burn up and a big
spider and a poison spider will attack you. As a hint for the
fight, use a healing potion if your health drops below 5 points,
concentrate on one enemy first and finish him off before
attacking the next one. The poison spider will cast some
intoxication spells on you first (with a very moderate success
rate). If you get poisoned, ignore this for now. Use a potion of
cure poison after the fight to cure the condition. As a reward
you get a nice dose of 65 experience points and you find a chest
in the north-west corner of the spider's lair. Use the lockpick
on the chest and collect as many items as you can carry. The
contents of the chest is quite impressive:

3 healing potions I

1 healing potion II

2 potions of cure
poison

1 revitalizing
flask

4 spell point
potions I

1 spell point
potion II

1 scroll of Dispel
undead

3 scrolls of Light

2 scrolls of Blink

1 scroll of Magic
Shield

1 scroll of Hurry

4 scrolls of
Monster Knowledge

1 scroll of
Knowledge

5 scrolls of
Magical Compass

1 scroll of Find
Persons

4 scrolls of
Magical Projectile

1 scroll of Sleep

2 scrolls of
Mudsling

1 scroll of Wind
devil

1 sling stone

3 ropes

and 58 coins of
gold.

The scrolls with white
letters are for healers, the blue coloured ones are alchemist's
scrolls, the yellow ones hold mystic knowledge and the black ones
have inscriptions of destructive powers. Close windows and lock
your door before using them. In a single, continuous stroke draw
a thirteen-pronged star to the floor. Place a black coloured,
cursed candle into each of the corners. Dance three times around
the freshly chopped head of a rabbit. Anti-clockwise. Incant the
words for calling a major demon. If you now sense a strange odour
you just created a good opportunity to change your pants. To be
honest, the scrolls are not of much use for you now. Keep them in
store in your house, though. Later you and your companions can
learn spells written on them to aid thee in your quest. Note that
character class restricts which scrolls you are able to use. Some
classes can read scrolls only, not learn the spells, a feature
that might help in desperate situations. Fighters can't use them
at all.

Most probably you cannot
carry that many items. Transport as much as you can back to your
room up in the house, put the scrolls and ropes into a chest,
cupboard or other container. Return here and pick up the rest.
Now go back to the room with the well and go through the south
door. In the south-east corner of the room you will find 6
torches. To the north-west there are 13 sling stones. There is a
door to the south. Pass it and follow the passage up to a wall
with a riddle mouth. Talk to the mouth and tell him the code word
"WINE", just as your grandfather instructed you. The
wall with the mouth will vanish and allow passage to the east,
then north. A sign next to the door you now see indicates that
you are about to enter the wine cellar of your grandpa. Go in and
collect the 27 sling stones found on the west side. The north
wall has a button. Touch it using the "hand" gadget and
a wall opens to the west, just to release another big spider.
Kill the creep and climb down the ladder to...